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Aquaria/files/scripts/entities/horror.lua

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-- Copyright (C) 2007, 2010 - Bit-Blot
--
-- This file is part of Aquaria.
--
-- Aquaria is free software; you can redistribute it and/or
-- modify it under the terms of the GNU General Public License
-- as published by the Free Software Foundation; either version 2
-- of the License, or (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
--
-- See the GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program; if not, write to the Free Software
-- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
if not v then v = {} end
if not AQUARIA_VERSION then dofile("scripts/entities/entityinclude.lua") end
v.n = 0
local STATE_HIDDEN = 1000
local STATE_REVEAL = 1001
local STATE_FIRE = 1002
v.bone_shot = 0
v.bone_body = 0
v.bone_whip = 0
v.fireDelay = 0
v.soundDelay = 0
v.whipDeath = false
v.whipHits = 0
function init(me)
setupEntity(me)
entity_setEntityType(me, ET_ENEMY)
entity_initSkeletal(me, "Horror")
entity_setAllDamageTargets(me, true)
entity_generateCollisionMask(me)
entity_setState(me, STATE_HIDDEN)
entity_setUpdateCull(me, 2000)
entity_setCullRadius(me, 1024)
v.bone_shot = entity_getBoneByName(me, "Shot")
v.bone_body = entity_getBoneByName(me, "Body")
v.bone_whip = entity_getBoneByName(me, "Whip")
bone_alpha(v.bone_shot, 0)
entity_setEntityLayer(me, -2)
entity_setHealth(me, 20)
entity_setDeathScene(me, true)
entity_setDeathParticleEffect(me, "BigRedExplode")
entity_setDropChance(me, 50, 1)
entity_setEatType(me, EAT_NONE)
end
function postInit(me)
v.n = getNaija()
entity_setTarget(me, v.n)
local flipNode = entity_getNearestNode(me, "FLIP")
if flipNode ~= 0 then
if node_isEntityIn(flipNode, me) then
entity_fh(me)
end
end
end
function update(me, dt)
entity_handleShotCollisionsSkeletal(me)
local bone = entity_collideSkeletalVsCircle(me, v.n)
if bone ~= 0 then
entity_touchAvatarDamage(me, 0, 1)
end
local x, y = bone_getWorldPosition(v.bone_body)
if entity_isState(me, STATE_HIDDEN) then
v.soundDelay = v.soundDelay +dt
if v.soundDelay > 1 then
entity_sound(me, "Scuttle")
v.soundDelay = -math.random(2)
end
if entity_y(v.n) > y and y < entity_y(me) + 1024 then
local spread = 200
if entity_x(v.n) > entity_x(me)-spread and entity_x(v.n) < entity_x(me)+spread then
entity_setState(me, STATE_REVEAL)
end
end
end
--entity_updateMovement(me, dt)
if entity_isState(me, STATE_IDLE) then
v.fireDelay = v.fireDelay + dt
if v.fireDelay > 1.5 then
v.fireDelay = -math.random(2)
entity_setState(me, STATE_FIRE)
end
end
entity_clearTargetPoints(me)
if not entity_isState(me, STATE_HIDDEN) then
entity_addTargetPoint(me, x, y)
local x, y = bone_getWorldPosition(v.bone_whip)
entity_addTargetPoint(me, x, y)
end
end
function enterState(me)
if entity_isState(me, STATE_IDLE) then
if entity_getAnimationName(me)=="idle" then
else
entity_animate(me, "idle", -1)
end
--entity_setNaijaReaction(me, "")
elseif entity_isState(me, STATE_HIDDEN) then
entity_animate(me, "hidden", -1)
elseif entity_isState(me, STATE_REVEAL) then
entity_setStateTime(me, entity_animate(me, "reveal"))
entity_setNaijaReaction(me, "shock")
entity_flipToEntity(me, v.n)
elseif entity_isState(me, STATE_FIRE) then
entity_setStateTime(me, entity_animate(me, "fireShots", 0, 1))
elseif entity_isState(me, STATE_DEATHSCENE) then
--if v.whipDeath then
bone_alpha(v.bone_whip, 0)
if chance(50) then
entity_animate(me, "die")
else
entity_animate(me, "die2")
end
local x, y = entity_getPosition(me)
while (isObstructed(x,y) == false) do
y = y + 20
end
entity_setStateTime(me, entity_setPosition(me, x, y, -1000))
--[[
else
entity_setStateTime(me, 0.1)
end
]]--
end
end
function exitState(me)
if entity_isState(me, STATE_REVEAL) or entity_isState(me, STATE_FIRE) then
entity_setState(me, STATE_IDLE)
end
end
function damage(me, attacker, bone, damageType, dmg)
if entity_isState(me, STATE_HIDDEN) then
entity_setState(me, STATE_REVEAL)
end
if bone == v.bone_whip then
debugLog("whip hit!")
v.whipHits = v.whipHits + 1
if damageType == DT_AVATAR_BITE then
v.whipHits = v.whipHits + 2
end
bone_damageFlash(bone)
--debugLog(string.format("whipHits %d", v.whipHits))
if v.whipHits >= 8 then
--debugLog("whipDeath")
v.whipDeath = true
--entity_adjustHealth(me, -999)
entity_setHealth(me, 1)
return true
end
return false
end
return true
end
function animationKey(me, key)
if entity_isState(me, STATE_FIRE) then
if key == 3 or key == 5 or key == 7 then
local x, y = bone_getWorldPosition(v.bone_shot)
local s = createShot("Horror", me, entity_getTarget(me), x, y)
end
end
--[[
if entity_isState(me, STATE_DEATHSCENE) then
if key == 3 or key == 5 or key == 7 then
end
end
]]--
end
function hitSurface(me)
end
function songNote(me, note)
end
function songNoteDone(me, note)
end
function song(me, song)
end
function activate(me)
end